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Scaling enemy difficulty #47

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BryceMehring opened this issue Dec 3, 2014 · 4 comments
Closed

Scaling enemy difficulty #47

BryceMehring opened this issue Dec 3, 2014 · 4 comments
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@BryceMehring
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This could be used for dynamic enemy generation and what goes in each wave so that we don't have to hard code what goes in each wave.

@prs9tb
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prs9tb commented Dec 3, 2014

Just committed rough draft of functionality. Causes some rare, strange bugs in game.lua. (not crashing though)

@BryceMehring
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This was added via 0680eaf.

@BryceMehring
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While it does not crash, it does generate the following error:

Param type mismatch at position 2: expected a 'number' but got a 'nil'
stack traceback:
    [C] in function 'setSpan'
    ./source/libraries/flower.lua:534 in function 'callLoopTime'
    ./source/game/game.lua:211 in function 'startSpawnLoop'
    ./source/game/game.lua:188 in function 'func'
    ./source/libraries/flower.lua:519 in function <./source/libraries/flower.lua:519>

@BryceMehring
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I moved 0680eaf to the waves branch until it is stable enough to merge into master.

@prs9tb prs9tb closed this as completed Dec 7, 2014
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